Marking two decades after Guitar Hero hit the market in North America, offering players everywhere the means to feel like rock legends. Not in reality, though you'd be hard-pressed convincing someone who's mastered the epic lengthy instrumental break before an enthusiastic crowd of friends.
Created by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the screen in time with a song. Every sequence mimicked particular chords, producing the feel of an authentic live show.
The studio had already experimented in the music genre before partnering with RedOctane, which was purchased by Activision in 2006. Together, they established the groundwork for a surprising massively profitable franchise that had a remarkable influence on numerous of the artists included, showcasing classic groups to a new generation of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the early budgetary hurdles in securing the songs – even though initial releases mostly used cover versions.
“We rerecorded all the music because the dollar figure was so high,” he says. “Even with the publishing rights alone, it was extremely difficult. We failed to secure bands like the Who – RedOctane had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, and record sales and radio play increased, all artists desired to be in.”
He adds: “One of the amazing things was the number of parents got in touch expressing gratitude for exposing their kids to the music they adored. It evolved into a multigenerational thing.”
Timeless Music Gains Younger Fans
Northern Irish group one featured act had their track on the 2008 game Guitar Hero World Tour. Lead musician Paul Mahon remembers how the series revived older hits back into vogue: “Guitar Hero provided a larger, new demographic. Typically this had been considered music that was past it, however when it was featured on the title young people were finding it, abruptly it was cool. This validated it, eliminating the ‘dad rock’ label. It provided our catalog renewed popularity.”
At that time, the Answer’s debut album remained not available stateside, so Guitar Hero served as a primary platform for exposure for the group during their US tour supporting the rock giants. “The roadies had on Never Too Late during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on their music collections and related lore, imagery and rock’n’roll mythology. For example, the Aerosmith edition, it was said to have made the band more money than any of their records. It sold well over half a million copies in its first week, while sales of Aerosmith’s music rose of up to 40% at a time when the music business faced decline.
The series still motivates quick-handed dedication among its fans. Recently, an online personality achieved a remarkable feat of DragonForce’s the challenging track – an infamously tough power-metal song popularized through the game – using a fan-made version, a no-cost alternative with similar mechanics and extensive customisation options. The song is difficult enough on the hardest setting, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. They stated it took months of practice to accomplish.
“Guitar Hero offers a, fantasy thing. Just as with other games, it doesn't imply you should use actual weapons and go to war,” says DragonForce guitarist Herman Li.
DragonForce previously wrapped up a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into a household name. “I recall the record label calling to tell me that our records were moving like crazy,” he shares. “It exploded when we next toured, and we were playing right ahead of the headliners at the event.”
In fact, the band's visibility via the game was so immense that it has risked overshadow all other the band has done. Recently, the track featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” Li says. “If you only listen to one DragonForce song, it’s totally cool – everyone’s got their own musical journey and I'm pleased we played a role in fans' experiences”.
The Lasting Impact from the Plastic Guitar
The best marketing, whether it’s for automobiles, clothes or video games, goes further mere transactions – it evokes a desire. Was the game able to harness this? “That’s exactly what our team aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. From day one, the creators believed humans have a natural urge to make music, and they wanted to use technology to enable everyone to do it”.
The majority installments were released over a mere half-decade between 2005 and 2010, featuring spin-offs such as DJ Hero, including a spinning deck, and Band Hero. Subsequently, the publisher’s interest on peripherals waned, aside from a brief comeback several years later.
Titles like Clone Hero and newer releases have kept the scene alive, and there’s expectations of a new product from the founders in development. A new studio has begun work on their first music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game following Guitar Hero?
“We thought such titles could be similar to sports games allowing annual update every year,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”